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Commonwealth Slavers


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Posted (edited)
21 minutes ago, Jarnin said:

 

I think your problem exists between the chair and keyboard.

 

A lot of the quest design in Commonwealth Slavers is slightly different than vanilla for various reasons. For example, when you're out looking for ingredients to make daddy-o to sell, JB has come up with a novel way to do that without having you run around the entire map looking for the stuff you need. A lot of the job prompts are initiated by the NPC, and if you run past them you can end up with an invisible open dialog box that can make talking with other NPCs difficult or impossible (save/reload to fix).

 

Like I said earlier, you probably weren't "stuck" in the cage at the Porn Studio. JB does several transitions in that particular job, and the fade-outs/fade-ins are always messed up for me. When he transitions your character into the cage he also puts you into a sitting position. You can move, but you have to wait for the standing up animation to finish before you'll actually move. The timing of the fade-outs/fade-ins can lock your character's movement, too. Also, a raider will unlock the door about 30 seconds after you're put in the cage. You have to open the cage door to continue. Once you finish talking to the next guy, the job basically goes on autopilot until it's time to return to the whore house.

 

Try going back to a save when you entered the porn studio and just play things out. Don't skip quest stages unless JB tells you that will fix the problem.

 

yea im probably just too impatient... im never going to afk for 10 mins waiting for slow npcs to do their thing... thats why i love console commands lol but even they break stuff... i lose every way i go hahahahahahaha

i didnt even know it was a incompatability lol tbh i dont really use it other than for butt slaps and even that gets annoying... maybe i remove it in the future

Edited by secretagent6012
Posted
8 minutes ago, secretagent6012 said:

read what u just highlighted bro... thats WORKBENCHES not clothing restrictions that only lets u craft stuff even craft stuff u cant wear...... lol if i knew how to make mods i would edit this mod delete the restrictions completely but im too dumb to figure any of this complex stuff out

i don't know if JB change anything in the last iteration. like i said i'm still on v2.1 and haven't updated to the latest yet. but...

Spoiler

image.jpeg.18757e110a01f2a25a241b107c74093a.jpeg

 

image.jpeg.76ae8ae898abaad62aef1404c89ef5cd.jpeg

i turned off shaving hair by the way.

Posted
3 minutes ago, shortiron said:

i don't know if JB change anything in the last iteration. like i said i'm still on v2.1 and haven't updated to the latest yet. but...

  Reveal hidden contents

image.jpeg.18757e110a01f2a25a241b107c74093a.jpeg

 

image.jpeg.76ae8ae898abaad62aef1404c89ef5cd.jpeg

i turned off shaving hair by the way.

it been this way for over a year hence why i keep asking for a option to turn off the restrictions i think its not immersive

Posted
15 minutes ago, secretagent6012 said:

it been this way for over a year hence why i keep asking for a option to turn off the restrictions i think its not immersive

 

Prolly be quicker for you to add the CS allowed keyword to the armor you want to be able to use

 

image.png.2f58dbe5161512e9024dc455af332cf1.png

 

Using F04Edit

 

That said if you go +10 sub/dom you arent going to be able to wear any clothes due to the pet collar

Posted (edited)
1 hour ago, pinky6225 said:

 

Prolly be quicker for you to add the CS allowed keyword to the armor you want to be able to use

 

image.png.2f58dbe5161512e9024dc455af332cf1.png

 

Using F04Edit

 

That said if you go +10 sub/dom you arent going to be able to wear any clothes due to the pet collar

that just might even be possable for my dumb ass to do lol i will try this at some point

isnt possable for me to do this there are toooo many clothing pieces to do it to and i cant find any of them lol i just want to remove the damn restriction itself

the creator of the mod added this complex stuff should be easy to a option to turn it off.... just saying... i am dumb af tho

Edited by secretagent6012
Posted (edited)

I just update the mod and I got this missing plugin message...  I assume this is normal as the missing plugin is still in the plugin list...Fallout412_12_20236_40_42PM.png.aa0da1dbae3f1a297f1f7922c5de2ee3.png

 

plugin.png.1ea9de1cce11b3a70d89ec0c05cd3873.png

Edited by calvin_0
Posted
16 minutes ago, calvin_0 said:

I just update the mod and I got this missing plugin message...  I assume this is normal as the missing plugin is still in the plugin list...Fallout412_12_20236_40_42PM.png.aa0da1dbae3f1a297f1f7922c5de2ee3.png

 

plugin.png.1ea9de1cce11b3a70d89ec0c05cd3873.png

missing High Heel Sound mod?

Posted
2 hours ago, shortiron said:

i don't know if JB change anything in the last iteration. like i said i'm still on v2.1 and haven't updated to the latest yet. but...

  Reveal hidden contents

image.jpeg.18757e110a01f2a25a241b107c74093a.jpeg

 

image.jpeg.76ae8ae898abaad62aef1404c89ef5cd.jpeg

i turned off shaving hair by the way.

 

It has always been this way, since the first CS1. But this user has trouble even to breathe  in real life so I no longer spend energy trying to help him :bawling: I'm not amused by his adjectives about my work either, so I'll pass.

Posted (edited)

Tried the new wolfgang quest, all worked fine, and got sent to mass bay medical which seemed oddly depopulated compared to when i'd cleared it out the other night on a different character (maybe game spawns more gunners when your in combat?) but one thing i noticed is that the offer oral sex option is triggering vaginal sex animations for me as well

 

Tried with like 5 gunners i found in/around the place and each one i ended up in some variation of vaginal sex rather than oral (cowgirl, missionary etc)

 

This is with the latest version Commonwealth Slavers 2.1.2b

Edited by pinky6225
Posted
3 minutes ago, pinky6225 said:

Tried the new wolfgang quest, all worked fine, and got sent to mass bay medical which seemed oddly depopulated compared to when i'd cleared it out the other night on a different character (maybe game spawns more gunners when your in combat?) but one thing i noticed is that the offer oral sex option is triggering vaginal sex animations for me as well

 

Tried with like 5 gunners i found in/around the place and each one i ended up in some variation of vaginal sex rather than oral (cowgirl, missionary etc)

 

This is with the latest version Commonwealth Slavers 2.1.2b

Yeah, I saw it just now because Jarnin also reported it. Indeed, I forgot to do the correct setstage. 

 

This visiting bases thing is very easy to put together, and with Lee's script we can visit them all without repetition, which makes it more attractive. I'm thinking of making a variant for supermutants. I'll probably leave it for Trudy to manage that. 

Posted
1 hour ago, JB. said:

I'll probably leave it for Trudy to manage that. 

That would be sooooo fitting for her! ?❤️

I could just see her giggling at your disheveled appearance upon returning from banging 10+ Super Mutants. (Wonder how many times I can con this dumb bitch into fucking SM's.)

Posted (edited)
3 hours ago, calvin_0 said:

I just update the mod and I got this missing plugin message...  I assume this is normal as the missing plugin is still in the plugin list...Fallout412_12_20236_40_42PM.png.aa0da1dbae3f1a297f1f7922c5de2ee3.png

 

plugin.png.1ea9de1cce11b3a70d89ec0c05cd3873.png

 

That looks like MO2 which i don't use but i'd think the problem is HHFootSteps.esp

 

Fallout 4 unlike Skyrim doesnt immediately crash to desk top if there is a missing requirement, instead it just doesnt load the relevant file (.ESP/.ESM etc)

 

Not really sure why its a requirement tbh but anyway if you want to get it working install that https://www.nexusmods.com/fallout4/mods/12379

 

You could also try removing the master requirement in F04Edit with the Clean master option but not gonna vouch for how well that works (have the mod in question anyway so isnt an issue for me)

Edited by pinky6225
Posted

Anyone else getting broken/missing meshes around Corvega? I noticed it with Slavers 2.1.0, and still on 2.1.1, 2.12, and 2.12b. Slavers is dead last in my plugin order, only followed by the Raiders Pet, CWSS, and Outfit Patches built for Slavers. Any ideas?image.png.c29883b1aa910dc965a93bebeb5826ef.png

Fallout4 2023-12-12 09-07-53.png

Fallout4 2023-12-12 09-08-15.png

Fallout4 2023-12-12 09-08-27.png

Fallout4 2023-12-12 09-08-43.png

Fallout4 2023-12-12 09-09-09.png

Posted

Afraid the Pet Walk is still not working correctly (for me at least) as i didn't have a quest showing (didnt think much of that) but when i went to give in the caps to Jared he didn't have any appropriate dialogue



ScreenShot43.png.b1b7d3541286b19ebf3002dbc3c180ce.png

To complete i had to go back to Lindstrom again



ScreenShot44.png.c3730ed1ea3c8270d16af36f88d68692.png

Posted
14 minutes ago, MrNicoras said:

Anyone else getting broken/missing meshes around Corvega? I noticed it with Slavers 2.1.0, and still on 2.1.1, 2.12, and 2.12b. Slavers is dead last in my plugin order, only followed by the Raiders Pet, CWSS, and Outfit Patches built for Slavers. Any ideas?image.png.c29883b1aa910dc965a93bebeb5826ef.png

Fallout4 2023-12-12 09-07-53.png

Fallout4 2023-12-12 09-08-15.png

Fallout4 2023-12-12 09-08-27.png

Fallout4 2023-12-12 09-08-43.png

Fallout4 2023-12-12 09-09-09.png

No, check you mods order.

Posted (edited)
5 hours ago, JB. said:

Yeah, I saw it just now because Jarnin also reported it. Indeed, I forgot to do the correct setstage. 

 

This visiting bases thing is very easy to put together, and with Lee's script we can visit them all without repetition, which makes it more attractive. I'm thinking of making a variant for supermutants. I'll probably leave it for Trudy to manage that. 

I made that script for "Quartermastery" after always being sent to the same location again and again (boring). The only problem with vanilla quest, is that you don't know the total number of possible locations so i don't know when to clear the list. That's why i didn't upload the mod.
I added a "counter" that gets incremented after each objective and planned to visit them all to know the exact number but my save broke ?(it was 4 years old).


PS
For the new quest frag nameSpace you can change it in xedit (it's tedious and not really necessary). I found a script made by Pra that adds a name space but it didn't work for me.

A friend just send me his xedit script, it works like a charm. Now you can make as many mistake as you want .

Swap_Script_Names.pas

  1. Select the quest in xedit, right clic apply script (Select this script)
  2. In the first box, write "Slavers:QF__CS_Maid_070953CF" (without quotes)
  3. In the second one, write "Slavers:Fragments:Quests:QF__CS_Maid_070953CF"
  4. Save exit. Don't forget to rename the actual .psc, put it in the correct folder: "Slavers/Fragments/Quests" and recompile.

image.png.35a11ff918646e318ea5c56a049d80fc.png

Edited by lee3310
Find an xedit script.
Posted
25 minutes ago, pinky6225 said:

Afraid the Pet Walk is still not working correctly (for me at least) as i didn't have a quest showing (didnt think much of that) but when i went to give in the caps to Jared he didn't have any appropriate dialogue

 

  Hide contents

 

 


ScreenShot43.png.b1b7d3541286b19ebf3002dbc3c180ce.png
 

 

 

To complete i had to go back to Lindstrom again

 

  Hide contents

 

 


ScreenShot44.png.c3730ed1ea3c8270d16af36f88d68692.png
 

 

 

sorry if i'm wrong but that's from chapter "The Pet" not the "Pet Walk".

The Pet: selling daddy-o & whoring yourself for 300 caps then give it to Lindstrom.

Pet Walk: asking Lindstrom for a time off, roaming commonwealth for 48 hours then give 500 caps to Jared. isn't it?

Posted
1 minute ago, shortiron said:

sorry if i'm wrong but that's from chapter "The Pet" not the "Pet Walk".

The Pet: selling daddy-o & whoring yourself for 300 caps then give it to Lindstrom.

Pet Walk: asking Lindstrom for a time off, roaming commonwealth for 48 hours then give 500 caps to Jared. isn't it?

 

Thats possibley the issue in that the repeat versions of the pet walk are hooked up to the wrong dialogue options but it was initiated by selecting the Pet Walk and i got the pop ups about getting the amount of cash set in the MCM for Pet Walk and having the time limit that is set in the MCM for the pet walk and i didn't have to go make drugs to start it off

Posted

Also, this happened after the first good will mission (I was sent to see Clutch). I'm using EgoBallistic's version of family planning because the redux version breaks after the first kid.

Fallout4 2023-12-12 09-30-31.png

Posted
46 minutes ago, lee3310 said:

No, check you mods order.

 

Like I said. Slavers and its patches are dead last. The last patch is an armor patch only and includes no cell or world data.

 

image.thumb.png.62666bbadbffd15f8edf505cd606d6aa.png

 

Even PRP is overridden by Slavers. Nothing should be conflicting.

 

image.png.080489c7b63e5677d3554f3fb568b452.png

 

This rubble reference is the only red conflict between Slavers, Slavers CWSS patch and Slavers Whorehouse patch. 

 

image.png.3baef4e6a95f9d512eeb7ebecfcb990c.png

 

I get that there's probably a conflict with something, but I'm not seeing it.

Posted (edited)
4 minutes ago, MrNicoras said:

 

Like I said. Slavers and its patches are dead last. The last patch is an armor patch only and includes no cell or world data.

 

image.thumb.png.62666bbadbffd15f8edf505cd606d6aa.png

 

Even PRP is overridden by Slavers. Nothing should be conflicting.

 

image.png.080489c7b63e5677d3554f3fb568b452.png

 

This rubble reference is the only red conflict between Slavers, Slavers CWSS patch and Slavers Whorehouse patch. 

 

image.png.3baef4e6a95f9d512eeb7ebecfcb990c.png

 

I get that there's probably a conflict with something, but I'm not seeing it.

 

Is the stuff with <ESL> .ESL flagged as i was under the impression .ESL's load last so thats going to happen after CS and you have some stuff that look like precombines which will alter the landscape

Edited by pinky6225
Posted

Also, maybe unrelated, maybe not. When trying to sell Daddy O outside Corvega, none of the AAF scenes would play because AAF couldn't find any eligible actors. AAF has worked perfectly fine up until this point. Dialogue was fine, and I got money, just no animation. Going into the AAF menu with home screen and back out reset AAF actor search.

Posted
4 hours ago, lee3310 said:

I made that script for "Quartermastery" after always being sent to the same location again and again (boring). The only problem with vanilla quest, is that you don't know the total number of possible locations so i don't know when to clear the list. That's why i didn't upload the mod.
I added a "counter" that gets incremented after each objective and planned to visit them all to know the exact number but my save broke ?(it was 4 years old).

took a look at the wiki and "Quartermastery" supposed to have 64 different locations (11 are in Far Harbor) it can send you to. 

the quest itself will never run our of locations as it is set to be repeated ad nauseum.  in my longest running save that i played i did that quest

a total of 43 times, and only got about 10 locations total.  if i understand it correctly that quest is one you can do as many times as you want,

even back to back (i did a run of 10 in a row).

 

Posted
1 minute ago, pinky6225 said:

 

Is the stuff with <ESL> .ESL flagged as i was under the impression .ESL's load last so thats going to happen after CS and you have some stuff that look like precombines which will alter the landscape

 

That's the plugin order set up in Vortex and shown by xEdit. If the game pulls plugins in a different order than what's set up in the mod manager, then even after 5 years of using, editing, tinkering with, and creating mods, I don't understand anything about modding anymore.

Posted (edited)
15 minutes ago, MrNicoras said:

 

That's the plugin order set up in Vortex and shown by xEdit. If the game pulls plugins in a different order than what's set up in the mod manager, then even after 5 years of using, editing, tinkering with, and creating mods, I don't understand anything about modding anymore.

 

Admittedly i might be wrong as i'm basing this off skyrim SE which i'm more familiar with but as i understood it .ESL's load into slot FE which is going to come after slot 89 where you have CS, as they all load into the same slot it gets around the plugin limit

 

Simple way to test i suppose is disable (or remove) the .ESL Precombine stuff and see if the landscape is now normal

Edited by pinky6225

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